This game has a lack of bad guys to randomly throw at players when you need a little variety, but it offers great tools to make them via Hemalurgy.

From what I've seen hemalurgy does a couple things.It makes people stupid or insane.(Koloss/Inquisitors)It makes stupid things intelligent.(Kandra)

I'll start with the following relatively unoriginal creationsWolfmenThese Hemalurgic creations require 2 Tin Spikes(non-Blessing) and any 1 blessing. They then take the stats of a wolfhound. THis makes the hound intelligent as well as giving it +3 on senses rolls and slowly mutates the creature into an anthropomorphic werewolf like creature. The tin spikes are driven in right above the eyes while the blessin should pierce the heart. This is a playable race at medium power level.

Burned Men1 Brass spike granting Brass allomancy3 Iron Spikes.A Burned Man ignites once spiked. It Burns for 7 days before dying at which point its spikes are collected for later use. These insane men are often used to clear out wooden hovels and the like or raid crops. All 4 Spikes pierce the large intestines. Burned Men are nearly impossible to take out with physical damage, requiring beheading or removal of the brass spike. Holding one in place is a painful experience resulting in lots of burns. They are typically released in squads of 10-12.

I'm trying to think of ones for each Feruchemical power gone wrong right now... And something for Horses... Because everybody wants a Misthorse. I mean, the inquisitor Horse is obvious. A blessing and lots of spikes. But I want something more creative for a full Misthorse.

Feruchemical weight.Two pewter spikes and two unendowed iron spikes stabbed into a mistwraith create just that. The mistwraith becomes a ravenous being of mist prone to eating flesh from bones and wandering the mists devouring unwary souls. The spikes themselves turn to mist but can be pushed or pulled. Removing each spike is a difficulty 4 check and the creature will not dissolve till all are removed. They dislike light and fire and running water as well.

Feruchemical speed. Stab one feruchemical speed spike and one unendowed steel spike through a mans lungs. These men can only breathe while moving, must consume their bodyweight in meat a day, and will take bites of anything meaty when hungry. By stabbing a feruchemical cadmium spike and providing a metalmind the being can store breath. This allows them to stand still and breathe making them more dangerous. They operate in packs hunting their fellow man and any other source of food.(They are often used as couriers as they can run at speeds of up to 200 MPH but average around 60. They can spend as much as 50 speed charges in a round and Never need to store speed.(depending on the rank of their feruchemical spike and how hungry they are. Each charge saps away an ounce of weight so they can be bled dry quickly.)

I have more than this done including the Mistborn Murder Sheep but I hate typing on my tablet for too long. Mistborn Murder Sheep are bizarrely terrifying.

Tin Man-Feruchemical Tin1 Feruchemical Tin Spike1 actual Tin SpikeStabbed in just above each eye.These Hemalurgic creations can sense everything within 100 feet of them. This quickly drives them mad. They are typically conditioned to be terrified of anything containing investiture and thus start screaming anytime an invested object enters their range.(An Allomancer with metals inside, metalminds containing charges, and hemalurgic spikes no their own.(and other things if they come up, like Shardblades)

Feruchemical Strength.Stab a Feruchemical pewter spike into a Koloss's forehead. The Koloss will rapidly grow to the point it shreds it skin completely, covering its body in a thick scab armor(giving them armor 2) They are immensely strong and huge(often over 18 feet tall). In addition they live longer than other Koloss and have completly maxed their physique score. They can store strength in their metalminds to halt growth at a rate limited by their physique or their spikes level and can use Pewter Feruchemy.)

Mental Speed1 Spike granting Feruchemical Zinc(Through the roof of the mouth and 4 copper(wits) spikes 1 through each hand and foot holding them together. Grants Telekenesis. They can push or pull on any object as if they had an Iron and Steel rating equal to their Wits score. They can take Iron and Steel stunts... note that because their hands and feet are bound together they must move via pushing and pulling.

Feruchemical CopperA spike granting Feruchemical copper stabbed into A kandra creates a special kind of Kandra. They don't need bones to take shape, instead stealing memories from those around them. They also feed on memories making those that suffer prolonged exposure amnesiacs.

Mistborn Murder SheepStab 2 Spikes granting Feruchemical Bronze through the frontal lobes of a sheep as well as a blessing of potency. These intelligent predatory sheep cause a target within 20 feet of them not possessing a feruchemical bronze spike to fall asleep as if storing within Feruchemical bronze with a physique and Bronze Score of the Sheeps Physique. 1 Target per Murder Sheep. This counts as a mental attack(rating the sheeps physique) resisted by wits and damaging willpower.

Investiture3 Investiture spikes-1 through the heart, 1 through the brain, and one through the stomach.Every invested object within 100 feet loses its investiture while in the bubble. Once 5000 charges are stored the Hemalurgist explodes with the force of a large non-Nuclear Bomb. Any Metalminds removed from the bubble are drained of all charges and all Hemalurgic spikes not involved in the investiture hemalurgists body have a strength of 2 as if they have been fully drained of power.

Fortune1 Fortune Spike through heart and one through the tip of the big toe.Any rolls made within 100 feet of the hemalurgist are 'reversed' A value of zero is equivalent to a value 6 roll outside the bubble(1 is 5, 2 is 4, and 3 is 3.) Nudges subtract one from the rolls value. In addition the improbable happens often.

Connection to Others1 Aluminum Spike(through forehead) and 2 Copper Spikes.) This creates a being with 8 distinct personalities that it rotates between rapidly. The non-evident personalities are experienced by those around them much like schizophrenic hallucinations. This manifests as wits attacks combated by wits and damaging willpower. The final results almost always wind up as madness. This can be blocked by Aluminum Earplugs.

IdentityAn identity spike placed into A kandra with either the blessing of awareness or potency not only looks like the person who's bones they posess, they become them-compete with memories and mannerisms(along with cognitive and spiritual DNA allowing access to any powers and metalminds the target may have had. This degrades over the course of a month, often with violent repercussions.

EnergyA feruchemical Energy Spike stabbed through the neck just behind the throat can resurrect a corpse as a Zombie with a Physique rating equal to the spikes rating.

BreathA feruchemical breath spike through the back of the hemalurgists mouth along with a pair of iron spikes through the soldiers Lungs granmts the hemalurgist the ability to breathe underwater, swim at amazing speeds(almost 75 MPH) They have also discovered the placement of blessing sthat grants sharks intelligence and how to make Kolosslike Dolphins.

Health4 Feruchemical Gold Spikes through the heart of a Koloss creates a Koloss that never stops growing. They often top 30 feet in height and their scab armor grants armor 3. Their fists are weapon 4 and they have a total physique score of 20(granting a total dice pool of 20) In addition they resist control from soothers as if they were a Kandra with a blessing of will.

DeterminationA pair of Feruchemical Electrum Spikes through the frontal lobes of any unintelligent creature grants wits 8, the ability to psychically communicate and the trait sociopath. When this procedure is performed on a human it grants them immunity to pain, enhanced physical capabilities(at the cost fo quickly destroying the body, and a strong desire to kill anything it is ordered too.

2 gold spikes granting feruchemical gold 5 each, for a total of gold 10, if TLR is able to find a Feruchemist to steal these powers from.

Very rarely, and only in extreme emergency does TLR enahnce them further, but it has been done at least once.Pewter spike granting Feruchemical pewter 5.Pewter spike granting Feruchemical steel 5.Pewter spike granting Feruchemical iron 5.Atium spike granting Atium 5. this is by far the most common enhancement done further, because the others allow for Compounding.

I think its a fairly safe bet that Hemalurgy can't allow for compounding. A spike steals a specific frequency of spiritual DNA. When you store something in a metalmind it is attuned to that spiritual DNA. The spike allows you to draw that power out again but the hemalurgists Allomancy will almost undoubtedly resonate on a different frequency(unless you got two spikes from the same person and they already had compounding capability.) I would guess jt would be much like an Allomancer trying to burn a metalmind. The power would be there but untouchable. This strikes me as unlikely short of spiking TLR.

I think its a fairly safe bet that Hemalurgy can't allow for compounding. A spike steals a specific frequency of spiritual DNA. When you store something in a metalmind it is attuned to that spiritual DNA. The spike allows you to draw that power out again but the hemalurgists Allomancy will almost undoubtedly resonate on a different frequency(unless you got two spikes from the same person and they already had compounding capability.) I would guess jt would be much like an Allomancer trying to burn a metalmind. The power would be there but untouchable. This strikes me as unlikely short of spiking TLR.

Marsh was able to use compounding to keep himself alive in the time between Hero of Ages and Alloy of Law.

I also created a wolf hemalurgical creation, but I called it a wolvakk. I gave it 2 iron spikes for strength and 2 tin spikes for extra scent and hearing. And then I made a special villain wolvakk with steel 4 (spiked with steel) and a copper spike for intelligence, also giving the wolvakk fragmented memories of person it came from, and loyalty to that person's siblings, etc.

As well I was thinking about mistwraith husbandry. If you raised a mistwraith from infancy and gave it the bones for the form you want, and trained is as a steed or something. The specific example I came up with I called horsewraths and are like six-legged, translucent horses.

That said is there a way to hemalurgically grant Atium feruchemy? I got the idea there isn't a known way yet. Id assumed Sazed granted Marsh some extra abilities to allow for the compounding much like he made Spook a mistborn. Specifically I thoight he was an Atium conpounder now.

These are all lovely ideas. I have a bit consistency trouble, though: if there are so many hemalurgic beasts then there are also people who do Hemalurgy. (Why would the Ministry create all of them?) Who is that? Why are they still alive to do what they do?

I would guess that depends on your own world. I'd be using these in tandem with a hemalurgic cult who's gathered together a breeding population of Skaa Mistings and a few feruchemists to steal powers from when needed. They are also in an alternative South Pole city concept. But write them in how you want. The Ministry, an escaped Inquisitor manipulated by Ruin into making these creations, etc. THis is a resource for when you need something new to spice up the cmpaign, something scary for your horror movies special session, or whatever.

The party wrecker.This is designed as an endgame boss kinda fight where 1 character is capable fighting the whole party.

MistbornAll metals at 4-5Pewter at higher. Iron and Steel at at least 5.Bendalloy and Electrum if available.

Hemalurgic spikes granting.Feruchemical Zinc and Gold at a minimum of 5.

Stunts1 speed stunt (steel running etc.)Thickened skin maybe.As many reaction rolls through steel and Iron as possible.(6 is the max.)

Lastly the following item.Clamp.This item favored by coinshots and lurchers is pushed or pulled onto opponents dueling canes granting them an extra point of damage but making them into metallic weapons as well. Removing the complex locks takes a wits or physique 4 roll.

For now I'm setting all relevent combat stats to 5.

At the beginning of combat the party wrecker uses their max number of feruchemical gold and Zinc charges granting 50+ hp and 5 dice to all reaction rolls and defense rolls. They spend the first several turns clamping all dueling canes relying on extra dice from bendalloy and electrum to defend while they use their weaker steel rolls to attach clamps to weapons. They have 6 reaction rolls to metal weapons per round at 10 dice and can reflect back any attacks in which they succesfully defend and gain 3 nudges. Once all opponents weapons are metallic they use pewter to manage 10 dice attacks constantly while having ridiculous amounts of defense and as many as 7 attacks a round. They will have around 65 hp to cut through, 10 action dice a round(15 with bendalloy) 5 defense dice just sitting, can move two steps a round, armor between 0 and 2), up to 6 reactions at 10 dice, and 5 bonus dice on all defensive rolls.

This is the low powered version as well. If the party is too powerful or the feruchemist too smart add a little feruchemical speed, strength, and weight, and use it for bonus defense dice and burn tons of charges to run them out of charges. Conceptually this is supposed to be a long dangerous fight, not the one hit kill fest feruchemy can cause though.

A translucent humanoid stands before you, looking like a mix between a tall human and a Mistwraith. Its jelly like flesh can be seen constantly shifting, new muscles being made and unmade as you watch, the only constant is the shape and the dozens of metal spikes stuck haphazardly through its form. Worst of all is its face, which shifts between many different people, eventually you find yourself staring at your own perfect, jelly-like reflection...

Decades, perhaps centuries ago, a Hemalurgist tried to grant sentience and intelligence to a Mistwraith. He succeeded, though the creature was not what anyone would call smart. Over the years he gave it a few more Hemalurgic spikes, granting a few allomantic or feruchemic powers, and trying to augment its learning capability.

After its master died, the creature wandered on its own, knowing only that its master kept driving stakes into it to grant it "Gifts" from others. Surely then it should keep doing the same? Surely its master had a plan at the end for all the pain?And so the creature hunted, occasionally carrying off Skaa in the night, even sometimes a wandering Noble who braved the mists outside a lonely plantation.Each victim is dragged off and eventually staked through the heart, the stake then being rammed into the Creature's own flesh. Sometimes doing nothing, sometimes granting new allomantic or feruchemic abilities.

Slowly the creature raises its hand, holding a huge steel spike as long as your forearm. "Master granted gifts like this, now we take gifts like he wanted". With blinding speed the creature suddenly shoots forward grabbing your arm and twisting it behind your back, holding you immobile. It reaches past you and you feel a cold point in your back, like the tip of a nail. "Will you give a gift as well?" With a sudden flare of pain you feel something puncture your back, your ribs snapping as it drives all the way through your body and out the front. The creature keeps pushing, driving the stake entirely through your body and into its own. As pain overwhelms you and your consciousness fades, all you can do is stare into its eyes, your eyes, as something familiar grows behind them. "Your gift is sweet..."

The Creature can have any combination of allomantic and feruchemic abilities, as well as all the strengths and resiliences of a Mistwraith.